Unit requests thread

Has someone created modern versions of ancient units? So that your old Archer garrison unit becomes something looking like a hipster dude with a bow in modern times? Wasn't sure where to search for this in the downloads section.
 
Hello, I am in need of several prehistoric animal graphics for a mod about Evolution.

If any of them could be done, it would already be a great help.

First, the Nimravus, an early cat:

Miocene_River_Nimravus_detail small.jpg


Nimravus belongs to the family Nimravidae, a group of animals that were the earliest cats to evolve. They first appear in the fossil record about 35 million years ago during the Early Oligocene and lived until about eight million years ago in the Late Miocene. Nimravids are sometimes called false sabertooths; the true sabertooths belong to the family Felidae. Nimravids differ from true sabertooths in that their upper canines were shorter (although longer than a modern cat's) and their lower canines were proportionately longer.

Nimravus lived from the Early Oligocene to the Early Miocene. Fossils of this animal have been found in Europe and North America. Like all the nimravids, Nimravus had a long, sleek body and long tail. It was about 1.2 meters (4 feet) long. Hunting by ambush like modern cats, it probably fed on small mammals and birds.

For Nimravus, the Jaguar by coffee junkie could serve as a good base.


The Plesiadapis was one of the first primates to be around, although he may not look much like it:

Royal_Tyrrell_Museum_Pliesiadapis_detail small.jpg


Plesiadapis was a primitive kind of primate that lived between the Late Paleocene and Early Eocene in North America and Europe. It is among the most well studied of the early primates, as many fossils of this animal have been discovered. Plesiadapis was about 76.2 centimeters (2.5 feet) long and had a heavy build, with strong bones and muscles. It had a squirrel-like structure and habitat, probably living in trees and on the ground.

Although a primate, Plesiadapis had certain features unlike those of later primates; it had claws on its fingers and toes, and its brain was small in relation to its body size. Its chewing teeth were those of a primate, although it had large front teeth not found in later primates. The teeth suggest that Plesiadapis had a generalized diet which probably included a lot of fruit.


In the mod, the player starts as one early one mammal. Two such mammals are Zalambdalestes...

Zalambdalestes small.jpg


Zalambdalestes was a eutherian (placental mammal) that lived during the Late Cretaceous in Mongolia. It was about 20.3 centimeters (8 inches) long and looked like a modern elephant shrew, having a long upturned snout, long incisor teeth, a small brain and large eyes. Its legs were strong, the back ones longer than the front, and its feet were greatly elongated. Zalambdalestes did not have opposable digits, so it is unlikely that it was able to climb trees. It probably fed on insects that it found in the undergrowth.

...and Alphadon.

Alphadon.jpg


Alphadon was a primitive marsupial of the Late Cretaceous that lived in North America from Alberta, Canada to New Mexico. It was about 30.5 centimeters (12 inches) long and was similar in body structure to present-day opossums. Alphadon was an omnivore; it ate fruit, insects and other small vertebrates. It was probably a tree-dweller and used its prehensile (grasping) tail and the opposable toes on its feet to climb. Paleontologists think that because Alphadon was so small and lived in trees, it did not compete directly with the late Cretaceous dinosaurs for food, and thus was able to survive.

For Alphadon, the Rat by Psychic_Llamas could be helpful, although it doesn't have any animations and apparently no compatible animations, due to it having only one NiNode.
 
I am looking at it and do not see any issues besides the texturing being messed up, but that is beacuse you didn't create a proper dds file for it. Does it work in game?
 
AFAIK it entails actually editing the images and merging them together. Then you go into NifSkope and edit the UV (so right click on the part of the unit you need to edit, and select edit UV) by selecting and moving over the "web/skeleton" of the unit to the right part of the dds file. It sounds strange when I say it that way (mainly because I am not great with the jargon involved) but it is actually a lot easier than it sounds.

And you should probably test it in game anyway, just to see if it works. When I looked at it in NifSkope the turban and everything seemed fine to me though.

Finally, what is a Siyu Warrior?
 
Hi, does anyone know of an already made Viking Longship skin? If not, would someone easily be able to create one? Thanks in advance!
 
I am sure I have seen one... Don't know where :(
 
Hi, does anyone know of an already made Viking Longship skin? If not, would someone easily be able to create one? Thanks in advance!

How about this one?

attachment.php

I use it as the Northern European Trireme in my mod (so the Franks, English, Germans, Dutch, Vikings, and Russians use it). But you can use it as anything you'd like. It is also teamcolored. I don't know where I got it, so if you notice this as your work say something. :goodjob:
 

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I think Kathy created some units that are essentially trucks with a cargo box, you might be able to rip it from that unit. Other than that I can't think of much. There are units that have cargo holds (like the modern transport, and that oil-carrier), but I don't know if they are what you are looking for.
 
Thanks Capo! That looks pretty much perfect! I am making a Longship UU for the Vikings, same as galley, but can travel over oceans =)
 
I tested my unit in game and... I must have done some big mistake. Anyone who could take a look at this?
Please be a bit more informative. Is your final unit the Swahili_SiyuWarrior.nif?

If yes, is your problem that there are lots of team colored areas covering the coat?

If yes, two possible solutions:

First one, remove the TeamColor.bmp entry from the NiTexturingProperty in the OromoWarrior_Blue node. For this, exchange the Base Texture with the Decal 0 Texture and set the "Has Decal 0 Texture" Value to "no".
Further I would add the TeamColor.bmp entry to the OromoWarrior_Blue 2 node. You can do this by doing the reverse of the above, using the now free TeamColor.bmp NiSourceTexture.

Second one, you remove all the unneeded polygones of the OromoWarrior_Blue mesh with Blender. This one is preferable, because your unit has already a quite high polycount with nearly 2000 polygones. This would be alright for a single mesh unit I'd say, but for a three mesh unit this could become a problem for the performance.
 
Has a diplomat unit ever been made? If not, could someone make one for me? I don't have any real specifics on what it should look like, but I was thinking something like a guy holding a scroll.
 
you mean like RTWs diplomat? it should be easy enough using a cristian missionary reskined and given a scroll... don't look at me though :P
 
Has a diplomat unit ever been made? If not, could someone make one for me? I don't have any real specifics on what it should look like, but I was thinking something like a guy holding a scroll.

Jewish Missionary (hint, hint!)
 
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